Author: Charles McKeever

During last week’s Hangout we swapped out our particle effects library, added code to track player progress, and add a HUD for scoring and speed. This week we added a few more particle effect enhancements, dropped in code to support Composer scenes, and made sure that our audio worked.

Recently on Corona Geek Hangout 133, we continued working on our endless runner game by adding code to generate continuous hallways, add particle effects, and automatically restart the game when the player object runs into a wall. By the end of the Hangout our game was looking a lot like the original. Watch these clips to see highlights from the conversation. Download the code and follow along.

During last week’s Hangout we continued development on our endless runner game. We added code to generate continuous hallways, handle memory cleanup of previous wall segments, and automatically restart the game when the player collides with a wall. We also added particle effects to the player. This week we talked more about how the particle effects work, added code to keep track of player progress, and added an interface for the player’s score and speed.

Recently on Corona Geek, we continued working on our endless runner game as part of an ongoing game development series. In Hangout 132 we added code to create the player object, handle touch inputs, and control camera movement. Here are highlights from the Hangout.

During last week’s Hangout we continued our endless runner game development series. We added a player object, added touch inputs, and created camera movement. This week we added code to handle continuous hallway generation, memory cleanup, and game restarting when the player runs into a wall. We also added particle effects to our player to give the game some extra flare.

Here are a collection of clips from Hangout 131 where we started writing code to create walls in our endless runner game. The process involved some 2D math, but you don’t have to understand all the details to follow along. We also talked with Walter Luh about the recent Corona Free announcement and Corona support for desktop apps.

During last week’s Hangout Walter Luh joined us to discuss the recent announcement that Corona SDK is now free. We also continued our game design series with a look at the 2D math required to create walls at a 45 degree angle. This week we added a player object, explored touch inputs, and created camera movement for our endless runner game.

During today’s Hangout, Walter Luh joined us to discuss the recent announcement that Corona is now free and will be adding desktop support for OSX and Win32. We also continued our game design series by writing code to create walls in our endless runner game. Creating walls at a 45 degree angle that can be used for collision detection takes a little bit of 2D match, but Ed Maurina from Roaming Gamer, LLC. took us through the code we needed to know.

During last week’s Hangout we started a new game design series with a focus on breaking down the various elements and mechanics of an existing endless runner game. This week we continued the conversation with a look at how the project is set up and what bits and pieces are required before we start laying down lines of code.

During last week’s Hangout we wrapped up our series on using Composer Library with a look at creating custom Composer Library transitions. This week we started a new series on game mechanics with a focus on breaking down the various elements and mechanics of an existing endless runner game. We also spent time discussing the Transition Library and how it can be used to add motion to your apps.